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Accueil » news » forums » Space Empires V » Space Empires V General

Happiness System Overhaul - suggestions?

Image de Thy Reaper
Soumis par Thy Reaper le Mar, 2007-07-24 21:14 Space Empires V General

Right now the happiness system makes no sense. Without any effort at all my planets are consistently at jubilant happiness levels. The happiness system needs reworked, and here is my suggestion:

In Happiness.txt there are three entries. As far as I know, all empires default to the first entry, and this cannot be changed. I propose that the entry in Happiness.txt is decided by the Society Type you choose, as the kind of society generally determines what would make them happy.

Next, I suggest that the happiness be changed to make it harder to reach the extremes. As it stands, changes are linear, but emotions don't work that way. For each happiness type, there would be settings that determine the multiplier that gets applied at 0, 50, and 100% happiness. Both positive and negative changes would have independent settings. So instead of linear, you could set things up such that, at 0% happiness, negative effects only cause 25% of the normal change, and positive effects cause 200% of the normal change.

This system balances empires out so that generally happy empires would lay somewhere around 50-80% happiness, and empires suffering the ravages of war would drop to 20-50%. You could only achieve 100% happiness by actively making your populations happier, and 0% could only be caused by having a system fall into disarray from war and destruction.

I also think there should be additional modifiers:

  • Queue Idle
  • Queue Active - Slow
  • Queue Active - Normal
  • Queue Active - Emergency

These could be used for builder races to make them happy when more work is being done, and sad when they are idle, or for intellectual races that prefer to be idle to follow other pursuits.

I think these changes and additions will make pleasing your populations a viable tactic, rather than doing nothing and receiving the benefits of a happy race.

Suggestions?

I'll be sending this to MM after I've heard your opinions.

‹ Lost Designs Balace Mod for Stock SEV Petition ›
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Image de Ashbery76
Mod Designer

Re: Happiness System Overhaul - suggestions?

Soumis par Ashbery76 le Mar, 2007-07-24 21:34

I agree happiness is a not an event in the game.I want a living galaxy where some systems might be totally pissed and rebel.

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Re: Happiness System Overhaul - suggestions?

Soumis par Innuendo le Mar, 2007-07-24 22:15

You're definitely on the right track there Reaper. I think you'd need to come up with ideas for each society, I remember from SEIV that the evil war mongering societies got angry with treaties but happy with war, and the opposite for peaceful societies. I don't know any societies off the top of my head but I like the Industrial ideas you have, also you could add some items for the unique tech areas that would contribute to happiness. The religious one probably already has them.

I think you've got a good case to put forward.

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Image de Thy Reaper
Mod Designer

Re: Happiness System Overhaul - suggestions?

Soumis par Thy Reaper le Mar, 2007-07-24 23:29

Here are some more modifiers that could be added:

Climate-based modifiers (right now climate only affects reproduction):

  • Climate - Bad (0-20%)
  • Climate - Good (80-100%)

The effect of these would be affected by environmental weakness and resistance. Weakness would increase the effects, whereas resistance would decrease them.

Colony status modifiers:

  • Colony - Domed
  • Colony - Additional Races

Societies that prefer the open air or confined spaces would make use of Colony - Domed.

Xenophobe races would be angered by other races being on their planet, whereas merchants, traders, and politicians would be happier.

I'm open to any other modifier suggestions if anyone can think of more.

-----
Space for rent - please contact owner

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Re: Happiness System Overhaul - suggestions?

Soumis par Innuendo le Mer, 2007-07-25 00:21

I'll be heading home from work in a few hours, I'll have a look at the society types and see if I can come up with anything new.

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Image de Noumenon

Re: Happiness System Overhaul - suggestions?

Soumis par Noumenon le Mer, 2007-07-25 04:28

I love the idea of making happiness difficult to get, so you might actually research more levels of Urban Pacification Centers. And the idea of making it not too difficult to get when it's already low, so you can end rebellions with work.

I really expected improving the planet quality to Optimal to make the people on the planet happier. I was confused when it didn't and I never figured out what that does at all... didn't seem to change the reproduction or migration rate either.

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Re: Happiness System Overhaul - suggestions?

Soumis par Innuendo le Mer, 2007-07-25 06:24

Ok I've just gone through the list of societies and here it is:

Artisans
Bezerkers
Engineers
Farmers
Industrialists
Mechanics
Merchants
Miners
Neutral
Politicians
Refiners
Schemers
Scientists
Suppliers
Traders
Warriors
Xenophobes

So there is basically a society for every area of SEV. That's what you were originally looking at wasn't it Reaper? There are too many to go through them all but some of the easy ones would be Xenophobes, Warriors, Bezerkers, they would like war. You have one for each of the resources, I'm not sure how you'd work that, maybe you would have a happiness bonus as a percentage of your production? I thought Mechanics would like to fix things but I don't think you'd really be happy if all your ships were broken. That's just a few thoughts that I've had at the moment. I hope it was vaguely worth while for you Reaper.

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Re: Happiness System Overhaul - suggestions?

Soumis par Qcontinuum le Mer, 2007-07-25 07:49

Ashbery76 wrote:
I agree happiness is a not an event in the game.I want a living galaxy where some systems might be totally pissed and rebel.

Have a fleet of 50 enemy ships in one of your systems and your wish will become true very quickly!

The real problem IMO is that you cannot choose the happiness type at the moment. If this bug is fixed you can create and alter happiness reactions to a great extent. At least this was my experience from SE IV.

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Re: Happiness System Overhaul - suggestions?

Soumis par Harmonious Hegemony le Mer, 2007-07-25 11:55

What has struck me as really ridiculous is you can invade an enemy planet and conquer it in one turn, then on the next turn click on the population for that planet and they are jubilant. How can that possibly be? This seems totally illogical. A planet that is conquered by aliens and is 'jubilant' about it?

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Image de Thy Reaper
Mod Designer

Re: Happiness System Overhaul - suggestions?

Soumis par Thy Reaper le Mer, 2007-07-25 13:52

Innuendo, that list was the one I had been looking at, but I had wanted suggestion about modifiers that could be added. Thanks for the effort, though.

I've gone ahead and sent my ideas to MM. Hopefully we'll see some of these changes in the next patch...

-----
Space for rent - please contact owner

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Re: Happiness System Overhaul - suggestions?

Soumis par Brad le Mer, 2007-07-25 15:40

The effects of alien ships in your systems on happiness should be directly proportional to their mood towards you. If they feel murderous towards you, happiness should go down, but if they feel brotherly, happiness should go up (albeit at a lesser rate than if they were your own ships).

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Re: Happiness System Overhaul - suggestions?

Soumis par MisterBenn le Jeu, 2007-07-26 07:59

I completely agree that happiness is pretty much a redundant factor at the moment. Since this thread has got me thinking, here are some ideas (some of which overlap with suggestions above) in no particular order:

* The default happiness of average colonies should be neutral or content, rather than jubilant. Happiness-related traits and happiness facilities should actually yield a bonus to facility output, unlike as it is at the moment. As it is, building the colony happiness facilities is tantamount to wasting facility space that could be diverted to production buildings or yards / ports etc.

* Colony conditions should have a pronounced effect on happiness. At the moment, if I see a huge breathable planet - I grab it without hesitation and rarely even glance at the conditions. It will be an excellent planet, guaranteed - and even if the output is a fraction lower than normal, it's hardly worth doing anything about it. If atrocious conditions made holding onto such a colony a task to be dealt with, I believe gameplay would be improved.

* Urban Pacification centres and troops should remove unrest but probably shouldn't boost happiness beyond "content". Cracking down on troublemakers doesn't make the masses happy if they hate living on a radioactive planet! There are happiness buildings for going beyond that.

* Possibly contentious: there could perhaps be a incremental penalty to each colony's happiness as the number of colonies within an empire becomes larger and larger. This would represent the difficulty of managing an empire of such size, and would provide a "diminishing returns" mechanism for those empires racing to expand over the galaxy. To keep a huge empire in check would require troop deployments (i.e. spend resources on unit upkeep) or increasingly high tech Pacification Centres to prevent rebellion (forced diversion of some research to empire maintenance).

Balanced correctly, this last point could dissuade against the out and out "land grab" always being the best strategy for the whole course of the game. Rapid expansion would be tethered by your ability to maintain order. Spread like crazy and your empire-wide colony output will fade, and colony rebellion is ultimately threatened. Remedy with happiness related tech discoveries, which means neglecting research into big ships and lasers for a while! And again happiness traits would actually have a meaning.

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Image de Noumenon

Re: Happiness System Overhaul - suggestions?

Soumis par Noumenon le Jeu, 2007-07-26 09:59

Quote:
Happiness-related traits and happiness facilities should actually yield a bonus to facility output, unlike as it is at the moment.

In the abilities section, it will say something like "High morale on this planet gives a 20% bonus to production." Are you telling me that isn't connected to anything?

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Re: Happiness System Overhaul - suggestions?

Soumis par MisterBenn le Jeu, 2007-07-26 11:56

I probably should have worded that a bit better. I imagine the bonus does work, but the issue is that nearly all planets are jubilant nearly all the time, so the majority of the time everybody is getting the same bonus. I'd prefer if by default most colonies settled at lower happiness than Jubilant, so you could earn a production bonus compared to other people either by building a happiness facility or by the Naturally Happy trait.

Edit: I took a look at the happiness text files, and it's immediately apparent that 90% of the stuff I am suggesting is just plain not feasible! Unless someone out there is a mod magician, that was a whole lot of wishful thinking!!!

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Image de Captain Kwok
Mod Designer

Re: Happiness System Overhaul - suggestions?

Soumis par Captain Kwok le Jeu, 2007-07-26 12:44

Actually the basic idea that rapid expansion leads to greater happiness is easy. Instead of providing anger reductions for ships and facilities built etc., you can provide anger increases. The faster you build, the faster your population will become unhappy.

The base happiness level is actually indifferent. The stock files are too lenient on happiness gains through troops, facilities, ships, etc., which is why jubliant populations are easy to come by.

-----

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Image de BlueTemplar

Re: Happiness System Overhaul - suggestions?

Soumis par BlueTemplar le Ven, 2007-07-27 08:49

Planet conditions increase the (maximum?) pop growth rate.

I play most of the time with the "Unhappy" racial trait. The first time I selected it in BM I forgot to check my population happiness, and after a few turns 2/3 of my colonies were rioting! (I was lucky that your Homeworld seems not to be able to rio, or maybe it has a happiness bonus?) I had to actively build troops and Urban Pacification centers in that game.

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